
Coasters: Engineered is a NeoForge 1.21.1 addon for Create: Coasters Simulated. This mod adds linear motors, a controller, an observer, and a splashdown scoop.
Features
Linear Motors Fitted directly to coaster tracks, these motors apply real physical force to accelerate or brake passing carts. They automatically catch rollbacks and relaunch them correctly! You place them just like a chain lift, click an anchorpoint, aim down the track, and click again to set the length.
Linear Motor Controller The brain of your linear motors. It sequences the motors and lets you configure specific track behaviors: Launch, Trim, Coast, Stop (holds the cart until a redstone pulse), and End. Because steps only advance when a cart clears the motor, you can easily build complex multi-pass rides and swing launches.
Coaster Observer A dedicated observer block that samples physics ticks to accurately detect carts at high speeds. It reports their exact speed in Blocks per Second (B/S) via an analog redstone pulse that holds its reading for 10 seconds, making it perfect for displays.
Splashdown Scoop A specialized braking component that can be mounted to your carts. When the cart runs over track submerged in water, the scoop drags through the water to slow the train down, throwing up a spray of water particles. The deeper it rides, the harder it brakes!
Coaster Casing A new building block and crafting ingredient that serves as the shared body for the mechanical blocks.
Optional: Forge Energy
The mod can optionally be configured to use Forge Energy (FE). When enabled via server config, Linear Motors require power from any standard FE cable to launch carts, drawing more power for heavier trains or harder launches. Slowing carts down will even feed power back into the system via regenerative braking!
Compatibility
The blocks in this mod support Create's Display Links and Engineer's Goggles, as well as Jade. You can use them to read cart speeds (in B/S), check motor states, and monitor power usage.
Requirements
Requires Create: Coasters Simulated on NeoForge 1.21.1. Works in single-player and on servers.
All Versions
+ Add Version- Unified Linear Motor Sound.** Replaced the brake hiss loop with a single electromagnetic motor hum. Pitch naturally tracks cart speed across launches, trims, and stops, and volume scales with speed and motor work, leaving stops and parking subtle rather than loud and hissy.
### Fixed
- Sub-level Track Rendering.** Linear motor fins and observer markers now render and orient properly when placed on moving or rotated Sable sub-levels.
- Sub-level Placement Refusal.** Placing a controller or observer aimed at track on a different sub-level now clearly reports that both must be on the same sub-level, rather than reporting that the target is too far away.
- Pickaxe Mining Tag.** Registered mod blocks in
minecraft:mineable/pickaxeso they drop and break correctly with pickaxes.
- Splashdown Wake Ceiling.** The drag generated by Splashdown Scoops is now capped per cart (default
0.25), meaning players can place multiple decorative scoops on a single train without the train hitting a brick wall in the water.
### Fixed
- Linear Motors on Vertical Spikes.** "Stop" actions now properly act as a magnetic lock to rigidly hold trains perfectly still against gravity on vertical track sections, eliminating the creeping and bouncing behavior.
- Splashdown Particles.** Fixed a visual stepping issue where fast-moving carts would spawn distinct disconnected shelves of water particles.
- Splashdown Physics Bug.** Fixed a bug from the beta where splashdown drag was only applied for a single tick, causing the train to ignore the water. Heavy carts will now brake exactly as aggressively as configured.
- Splashdown Textures.** Fixed missing purple/black textures on the scoop model due to missing blockbench configurations.
- The rated cart mass.** A launch no longer refuses a cart for being too heavy. A real
happens, and a heavy train already costs more Forge Energy.
ratedMass can be deletedfrom existing configs.
### Added
- The Splashdown Scoop.** A water scoop built onto a coaster cart, which brakes it by
configure: how hard it pulls comes from how many are fitted and how deep the track runs
through the water. What it takes out of a cart comes back as spray, so the size of the
plume is the braking rather than a decoration beside it. Fitted the wrong way round it
channels nothing, bites far harder, and throws water everywhere.
- A launch reaches its target speed at the end of its run**, rather than hitting it
and the setting in the config is only a ceiling.
- A cart that rolls back into a launch is returned to the start and sent again**,
for.
### Changed
- A heavy cart brakes as hard as a light one.** Braking was derated by the rated mass
- A motor is as loud as the cart it is working on is fast**, so a station roll-in is
### Fixed
- Carts with anything built on a rivet launch and brake properly again.** A rivet holds
bodies, and a speed set on one body does not travel down a constraint to the other. A
motor pushes with a force now, which does travel: rivets, bearings and the couplings
between the carts of a train alike.
- A riveted cart is weighed in full.** Its mass was read from the cart body alone,
- Launches and brakes show up in the force diagram.** A motor changed a cart's speed
- A Stop no longer brakes and drives a cart on alternate ticks.** The speed it braked
crossed it every other tick and the run made both sounds at once.
- A Stop given a position walked the cart straight through its mark and out of
creep speed, which left everything after the approach unreachable, so the
cart was escorted through the station at a steady crawl and released out the
far side.
- Trims and Stops no longer report no power and refuse to work when the buffer
that speeds a cart up - a Launch, and the last few blocks a Stop walks a cart
onto its mark - is ever refused for want of power.
finished rather than adding to it.
Names, data shapes and mechanics are settled here. Everything below this point
describes how 1.0 was arrived at, and anyone coming from 0.5 or earlier should
read the 1.0.0-beta.1 notes - hardware from before the rework does not carry
over and has to be re-fitted.
- A crafted Linear Motor**, used to fit a motor to track. It is laid out the way it is
which is the stack a stator is. One fits a whole run however many curves it crosses, up
to the 64 blocks a span can be, which is what it is priced against. The hardware had no
recipe of its own before this and was applied with an item borrowed from another mod, so
there was nothing to build towards and nothing to fit a motor with unless that mod
happened to be installed.
### Changed
- Create: Simulated is no longer required.** It was needed for two things - the item a
mod's own. Since Create: Simulated only ships inside Create Aeronautics, installing this
mod meant installing an entire aeronautics mod to launch a coaster. The dependency list
is now the same as Create: Coasters Simulated's own. Both mods still sit together
perfectly happily; they are simply no longer tied.
### Fixed
- Fitted track no longer costs frames.** Every fin plate on a run was being placed from
work grew with the number of fins multiplied by the number of curves beneath them. A
coaster lined end to end could take a hundred frames a second down to twenty with no
motor doing anything at all. Fins are worked out once now and kept until the track or the
run changes, the way the chain lift already keeps its ribbon. A run is also skipped when
none of it is near enough to see, rather than only when its anchorpoint is far away, so a
tower no longer draws all the way to its top from the station at its foot.
- Coaster Observers no longer read every curve in the park to find their own.** Drawing
and again for every Engineer's Goggles and Jade frame - so the cost of one small model
grew with how much coaster you had built. The answers are kept now, and refreshed when
track is laid, broken, or first sent to a client.
- Coast**, a fifth kind of step. It does nothing to the cart and ends when the cart has
trimmed on the way out and left alone on the way back can now say so, instead of having
to fake it with a Trim set above any speed a cart will ever reach.
- A Stop can park the cart in the same place every time.** Give the step a number and it
or backwards, so one that arrived too fast to be caught is fetched back rather than left
where it stopped - and holds it there, easing off as it closes in so it lands on the mark
instead of sailing through. Stations stop where the platform is, whatever came in and
however fast. Left at **Any**, which is where it starts and what every Stop built before
this release means, it stops wherever it stops exactly as before. Creep speed is a server
config value.
### Changed
- Sequences can be 32 steps long, and the screen scrolls.** The window is a fixed seven
at large GUI scales. The mouse wheel still sets the value under the cursor; anywhere else
it scrolls the list. Setting a row to End no longer throws away everything after it
either - the rest is held, and comes back if you scroll the End off again.
- A cart arriving no longer starts the sequence; the sequence is always running.** A
behaves exactly as it did, but there is no longer an idle state to be dispatched out of:
- Ready** is gone from Engineer's Goggles, from the display link's Current Step and from
one lamp. A cart already sitting on a run when the chunk loads is acted on rather than
ignored until the run has been empty once.
- The Coaster Observer's setting is called Speed at Full Signal**, on the value box, in
name so much as an unfinished sentence.
- Ponder covers what is new.** The linear motor and Linear Motor Controller scenes now
config, and where the charge goes - as well as Coast and what a Stop's number does.
### Fixed
- The Coaster Observer no longer misses carts.** A pass was only detected if the cart
crossed from one curve to the next at the wrong instant went unreported. Observers set
near the join between two curves missed carts most often, which is what made it look
random rather than tied to speed. Crossings from one curve to the next are now read
properly, as are curves whose ends were laid the other way round.
- Brakes no longer hiss at a cart that has already stopped.** A motor holding a cart on
long as the cart was held - and for about a second after a redstone pulse sent it on its
way, which made it sound like it was being braked as it left. Holding a cart still is now
silent.
- A cart held by a Stop actually stops.** Braking below walking pace asked for twice
A parked cart buzzed between forwards and backwards instead of settling, wandered off
down any gradient, and hissed continuously because it never got slow enough to count as
held.
break again after this release.
### Added
- Coaster Casing**, with connected textures. The shared body of both machines, and a
- Linear Motor Controller.** Point it at the anchorpoint a motor starts from, place it
Gearshift: **Launch** up to a speed, **Trim** down to one, **Stop** until a redstone
pulse, **End**. Steps are never timed - each one ends when the cart has cleared the
motor, so a step can wait out a whole circuit.
- Coaster Observer**, a full block placed by pointing at a spot on the track. It reports
way a Train Station does.
- Crafting in Create's train grammar.** Industrial Iron and a copper plate make the
- Display Links** for Current Step and Cart Speed, on both machines.
- Optional Forge Energy**, off by default and one server config option away. Turn it on
into, from any energy mod. Runs are billed for the work they actually do, so a heavy
cart launched hard draws more than a light one nudged along; a run short of power pulls
weaker rather than dropping a cart halfway up the launch; and braking feeds a share of
what it sheds back into the same buffer. Now metered against the new force rule, so an
overweight cart costs what it actually takes to move. Forge Energy is part of NeoForge
itself, so no particular energy mod is needed.
### Changed
- One piece of track hardware, not two.** Launch track and brake fins are now a single
- linear motor**, fitted with a Redstone Magnet. What it does at any moment is whatever
- Heavy carts are handled properly.** A motor now has a *rated mass*: at or below it a
with the square root of the excess. A cart five times overweight needs a run about twice
as long, not five times. The old thrust cap made ordinary loaded carts feel dead.
- Launches are shorter.** Reaching 50 B/S now takes about 36 blocks of launch track
launch run that made the speed.
- One placement system.** Both machines are aimed and then placed within 16 blocks, using
motors, observers and chain lifts all refuse each other.
- Every readout says the same thing.** Goggles, Display Links and the console agree on
after the cart has gone, then reads
- rather than a misleading zero.- Settings simplified.** Launch rate, brake rate and rated mass, in one
linear_motor
### Removed
- The cart upgrade.** Carts no longer need a Precision Mechanism; motors grip anything.
- The Trackside Sensor**, replaced by the Coaster Observer.
- Brake runs and the Iron Sheet applicator**, folded into the linear motor.
### Note
- This release does not carry over.** Existing runs, sensors, controllers and cart
- Settings are editable in game.** Open Coasters: Engineered from the Mods list while in a world and every tuning option has a proper screen, instead of hunting for a file. They stay server-side, so on a multiplayer server the owner sets them for everyone.
- A logo on the mod list entry.
- Bidirectional launches.** The launch slider now has three rows. Pick the middle one and the run drives a cart whichever way it is already travelling, still up to the set speed - so one launcher can catch a shuttle on the way back and send it out again. A stationary train sits still until something else gets it rolling.
### Changed
- Launch and brake runs are now placed like a chain lift.** Use an anchorpoint with the applicator to start a run, aim along the track, and use it again to set how far it reaches. A run can stop partway along a curve and can cross as many curves as you like.
- One run, one input.** Redstone, the speed slider and the status lamp all live on the anchorpoint the run starts at, instead of being shared across every joined curve.
- Runs are removed with a Wrench**, the way the base mod takes a chain lift off. Sneak-right-click any part of a run.
- A stretch of track carries one modification.** A run cannot be placed over another run or over a chain lift, and runs use the same maximum length as a chain lift.
- Ponder scenes updated** for the new placement flow, and they now show the fins and status lamp appearing on the track.
- Launch direction is now picked with arrows on the slider** - away from the starting anchorpoint, back toward it, or either way - replacing the compass letters, which could not describe a run that bends through junctions.
### Fixed
- Runs no longer stick to the old shape of a curve.** Placing a curve re-smooths its neighbour, and runs crossing that neighbour kept drawing - and driving - along the shape it used to have.
- Reshaping a curve no longer leaves a run measuring its old length.
- A curve rebuilt with its two ends the other way round is recognised as the same curve, instead of silently dropping any run crossing it.
### Note
- Launch track and brake fins from 0.3.0 and earlier are not carried over. Re-apply them with a Redstone Magnet or an Iron Sheet.
- Every speed slider resets to its default, including **Max Speed on existing Trackside Sensors** - re-set any you had tuned. Sensors keep working, and their Display Link bindings are unaffected; a board reads 0 until the next cart crosses the beam.
- Trackside Sensor.** A new block that watches a beam across the track and reports the speed of passing carts as an analog redstone signal. Crafted from an Optical Sensor and a Speedometer.
- It cannot miss a cart.** Detection runs with the physics rather than the block tick, so it catches carts at any speed - the thing the existing sensors cannot do.
- Speed as a signal.** Set which speed counts as a full signal on the sensor's Max Speed value box, and read it with dust or a comparator. Engineer's Goggles show the last reading in m/s.
- Display support.** Point a Display Link at the sensor and pick **Cart Speed** to show speeds on a Display Board or Nixie Tubes. The reading holds until the next train, rounded to whole blocks per second.
- Ponder scenes for the sensor and for wiring one up to a display.
### Changed
- Speed sliders renamed.** The brake slider is now **Brake Target Speed** and the launch slider **Launch Target Speed** - both set a speed to reach, and the old "Brake Speed" read as though it set how hard the brakes bit.
- Status lamps now report redstone.** A lit lamp means the run is powered, on launch and brake hardware alike. Because brakes are fail-safe, a brake that is gripping now sits dark - previously the same lamp meant opposite things on the two systems.
- Separate slider bounds.** The brake slider had been bounded by the launch speed config option; it now has its own.
- Magnetic brake fins.** Right-click a coaster curve with an Iron Sheet to line it with steel brake fins. They drag passing carts down to the run's Brake Speed from either direction.
- Block brakes.** At the default Brake Speed of 0 the fins bring a train to a stop and hold it.
- Fail-safe braking.** Brakes work like a powered rail in reverse: they grip when unpowered, and redstone at any anchorpoint releases the whole run. A brake run, a sensor and a redstone pulse make a station stop with no station block.
- Brake runs.** Joined brake curves act as one run sharing a single Brake Speed, set from any anchorpoint on the run.
- Brake fin sound, status lamps for brake runs, and Ponder scenes for the new hardware.
### Changed
- Launch track is now applied with a Redstone Magnet only.** Carts are upgraded separately with a **Precision Mechanism**, and brake fins are applied with an **Iron Sheet**. One item per job.
- Launch and brake physics retuned. Launches and stops now need realistic run lengths instead of happening in a couple of blocks, and heavier carts accelerate and stop more slowly.
- Redstone now energizes an entire launch run rather than a single curve.
- New config options for brake force and deceleration.
### Note
- Carts upgraded in an existing world need re-applying after this update. Right-click each one with a Precision Mechanism.
- Magnetic launch track.** Apply fin plates to a coaster curve to accelerate passing carts like a real linear synchronous motor.
- Force-based physics.** Thrust goes through the physics engine, so heavier trains accelerate more slowly and the force appears in the force diagram overlay.
- Launch runs.** Connected launch curves share one speed and direction, set from a value box on any anchorpoint and energized with redstone.
- Launch hum, magnet field particles, status lamps, Ponder scenes, and a server-synced config for thrust, acceleration and speed limits.